G1R AngelScript
Scripting reference for the Gothic 1 Remake
Loading...
Searching...
No Matches
UNiagaraBakerSettings Class Reference

Public Member Functions

Functions
void SetbPreviewLooping (bool Value)
 Should the preview playback as looping or not.
void SetbRenderComponentOnly (bool Value)
 Should we render just the component or the whole scene.
void SetbLockToSimulationFrameRate (bool Value)
 Locks the playback to the simulation frame rate, i.e. no multi-tick.
Public Member Functions inherited from UObject
bool MarkPackageDirty () const
void RemoveFromRoot ()
bool GetIsRooted () const
bool IsTransient () const
bool Modify (bool bAlwaysMarkDirty=true)
void SetTransactional (bool bTransactional)
bool IsSupportedForNetworking () const
UClass GetClass () const
UObject GetOuter () const
UObject GetTypedOuter (TSubclassOf< UObject > Target) const
 Traverses the outer chain searching for the next object of a certain type.
UPackage GetOutermost () const
UPackage GetPackage () const
void AddToRoot ()
UWorld GetWorld () const
FName GetName () const
FString GetFullName (const UObject StopOuter=nullptr) const
FString GetPathName (const UObject StopOuter=nullptr) const
bool IsA (const UClass Class) const
 Returns true if this object is of the specified type, or a child of that type.
void SaveConfig ()
void LoadConfig ()
void ReloadConfig ()
void CopyScriptPropertiesFrom (const UObject OtherObject)
void opCast (?&Address) const
FString ToString () const

Static Public Member Functions

Static Functions
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

Settings
TArray< TObjectPtr< UNiagaraBakerOutput > > Outputs
 Array of outputs for the baker to generate.
float32 DurationSeconds
 Duration in seconds to take the capture over.
int FramesPerSecond
 The frame rate to run the simulation at during capturing. This is only used for the preview view and calculating the number of ticks to execute as we capture the generated texture.
FIntPoint FramesPerDimension
 Number of frames in each dimension.
float32 StartSeconds
 This is the start time of the simulation where we begin the capture. I.e. 2.0 would mean the simulation warms up by 2 seconds before we begin capturing.
int CurrentCameraIndex
 Active camera that we were saved with.
FName BakeQualityLevel
 What quality level to use when baking the simulation, where None means use the current quality level.
Variables
FRotator CameraViewportRotation
FVector CameraViewportLocation
Public Attributes inherited from UObject
const UClass Class
const UObject Outer
const UPackage Outermost
const UPackage Package
const UWorld World
const FName Name
const bool IsRooted

Member Function Documentation

◆ SetbLockToSimulationFrameRate()

void SetbLockToSimulationFrameRate ( bool Value)

Locks the playback to the simulation frame rate, i.e. no multi-tick.

◆ SetbPreviewLooping()

void SetbPreviewLooping ( bool Value)

Should the preview playback as looping or not.

◆ SetbRenderComponentOnly()

void SetbRenderComponentOnly ( bool Value)

Should we render just the component or the whole scene.

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ BakeQualityLevel

FName BakeQualityLevel

What quality level to use when baking the simulation, where None means use the current quality level.

◆ CameraViewportLocation

FVector CameraViewportLocation

◆ CameraViewportRotation

FRotator CameraViewportRotation

◆ CurrentCameraIndex

int CurrentCameraIndex

Active camera that we were saved with.

◆ DurationSeconds

float32 DurationSeconds

Duration in seconds to take the capture over.

◆ FramesPerDimension

FIntPoint FramesPerDimension

Number of frames in each dimension.

◆ FramesPerSecond

int FramesPerSecond

The frame rate to run the simulation at during capturing. This is only used for the preview view and calculating the number of ticks to execute as we capture the generated texture.

◆ Outputs

Array of outputs for the baker to generate.

◆ StartSeconds

float32 StartSeconds

This is the start time of the simulation where we begin the capture. I.e. 2.0 would mean the simulation warms up by 2 seconds before we begin capturing.